didn't expect it to get qualified so fast after bubble, even less so as it is right now..
hitsounding
why are you using edm kick samples as hitnormal, that sounds so unfitting with this song
using some non-electronic kick samples would make much more sense
04:22:624 - using hihat hitnormals in parts like this also makes no sense with the song, there are drum and guitar 1/4 but basically adding a 1/4 hihat layer with hitsounds sounds horrible
similar for the intro/part until first kiai
and parts like 01:17:824 - etc.
not using cymbal samples (like default soft finish) in a song that uses them quite frequently also seems really lacking
streams
your stream emphasis is all over the place in many spots
just from looking at parts like 03:41:824 - 03:49:024 -
things like 03:42:274 (7,8) - are emphasized a lot for whatever reason but then 03:42:424 (9) - isn't all, even though it stands out much more in the song and your hitsounding
then 03:42:949 (16,1) - 03:43:549 (8,9) - 03:44:149 (16,1) - actually make sense, but for some reason you do nothing on 03:44:824 (9) - 03:45:349 (16,1) - etc
03:46:024 (9,11) - are hitsounded to somehow stand out, but your patterning doesn't make them stand out in any way
I mean these things could work if you actually were consistent with them, but emphasizing like half of the stronger beats and ignoring the other half makes no sense
00:08:749 (16,1) - this is suddenly using such an outstanding angle when you didn't do that on all the strong beats before is ??
these issues are mainly relating to when you use such inconsistent concept of (not)emphasizing stuff during the same stream, and how you decide to do it.
changing things up a bit for different parts etc. is alright though, especially for a long song with so many streams
more things
00:47:824 (6) - is putting lots of emphasis on the 1/2 ticks with hitsounding but mapped tapping rhythm doesn't fit, this would be much better as two 1/4 sliders
03:55:024 (1) - should probably be 1/4, the guitar is not that clear, but sounds better on 1/4 as the important guitar beats seem pretty close to 03:55:174 - and 03:55:249 - , together with clear drums on 03:55:174 -
04:19:924 (13,14,15,16) - this doesn't give enough hitsound feedback, 10% is way too low, fadeout you put here should just se smaller steps as the ones before are really hard to hear
the map uses some nice ideas, but it seems to really lack in how they were executed
hitsounding
why are you using edm kick samples as hitnormal, that sounds so unfitting with this song
using some non-electronic kick samples would make much more sense
04:22:624 - using hihat hitnormals in parts like this also makes no sense with the song, there are drum and guitar 1/4 but basically adding a 1/4 hihat layer with hitsounds sounds horrible
similar for the intro/part until first kiai
and parts like 01:17:824 - etc.
not using cymbal samples (like default soft finish) in a song that uses them quite frequently also seems really lacking
streams
your stream emphasis is all over the place in many spots
just from looking at parts like 03:41:824 - 03:49:024 -
things like 03:42:274 (7,8) - are emphasized a lot for whatever reason but then 03:42:424 (9) - isn't all, even though it stands out much more in the song and your hitsounding
then 03:42:949 (16,1) - 03:43:549 (8,9) - 03:44:149 (16,1) - actually make sense, but for some reason you do nothing on 03:44:824 (9) - 03:45:349 (16,1) - etc
03:46:024 (9,11) - are hitsounded to somehow stand out, but your patterning doesn't make them stand out in any way
I mean these things could work if you actually were consistent with them, but emphasizing like half of the stronger beats and ignoring the other half makes no sense
00:08:749 (16,1) - this is suddenly using such an outstanding angle when you didn't do that on all the strong beats before is ??
these issues are mainly relating to when you use such inconsistent concept of (not)emphasizing stuff during the same stream, and how you decide to do it.
changing things up a bit for different parts etc. is alright though, especially for a long song with so many streams
more things
00:47:824 (6) - is putting lots of emphasis on the 1/2 ticks with hitsounding but mapped tapping rhythm doesn't fit, this would be much better as two 1/4 sliders
03:55:024 (1) - should probably be 1/4, the guitar is not that clear, but sounds better on 1/4 as the important guitar beats seem pretty close to 03:55:174 - and 03:55:249 - , together with clear drums on 03:55:174 -
04:19:924 (13,14,15,16) - this doesn't give enough hitsound feedback, 10% is way too low, fadeout you put here should just se smaller steps as the ones before are really hard to hear
the map uses some nice ideas, but it seems to really lack in how they were executed